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首页> 外文期刊>Issues in Information Systems >GENDER, OVER SHARING, AND CYBERBULLYING IN ONLINE MULTI-PLAYER GAMING (MMOG) ENVIRONMENTS
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GENDER, OVER SHARING, AND CYBERBULLYING IN ONLINE MULTI-PLAYER GAMING (MMOG) ENVIRONMENTS

机译:在线多人游戏(MMOG)环境中的性别,过度共享和网络欺凌

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摘要

Cyberbullying in online gaming environments has been researched in recent years and has been found to impactvictims similarly to traditional bullying. The relationship between gender and cyberbullying activities, has alsobeen investigated. While some studies have indicated that girls may be more likely to participate in some forms ofcyberbullying behavior (e.g. posting, texting, and instant messaging hurtful things), many researchers have foundthat male gamers are more likely to be the perpetrators of cyberbullying during online gaming. This paper extendsexisting research by focusing on the relationship between player gender, avatar gender, personal data sharing, andcyberbullying behavior in Massively Multiplayer Online Gaming (MMOG) environments. While this research foundthat gamers perceive that there is a relationship between gender and the likelihood of cyberbullyingbehavior/victimization, players actually reporting that they have been the victim of cyberbullying is not vastlydifferent between avatar genders nor real player genders. Of those that never exhibit cyberbullying behavior, mostare female gender and almost half use a female avatar exclusively. In addition, there seemed to be an emergingtheme that sharing personal data, in particular a real picture of oneself, may be related to cyberbullying in onlinegaming environments. Although both genders tended to share the same number of personal data items, femaleplayers were more likely to share a real picture of themselves.
机译:近年来,对在线游戏环境中的网络欺凌进行了研究,发现与传统的欺凌行为类似,它对受害者产生了影响。还研究了性别与网络欺凌活动之间的关系。尽管一些研究表明女孩可能更可能参与某些形式的网络欺凌行为(例如张贴,发短信和即时消息伤害他人的东西),但许多研究人员发现,男性游戏玩家更可能是在线游戏期间网络欺凌的肇事者。本文通过关注大型多人在线游戏(MMOG)环境中玩家性别,化身性别,个人数据共享以及网络行为之间的关系来扩展现有研究。尽管这项研究发现游戏玩家认为性别与网络欺凌行为/受害的可能性之间存在某种关系,但玩家实际报告自己是网络欺凌的受害者,虚拟角色性别与真实玩家性别之间并没有很大差异。在那些从未表现出网络欺凌行为的人中,大多数是女性,几乎一半的女性专门使用女性化身。此外,似乎出现了一个新兴主题,即共享个人数据(尤其是自己的真实照片)可能与在线游戏环境中的网络欺凌有关。尽管两个性别倾向于共享相同数量的个人数据项,但是女性玩家更可能共享自己的真实情况。

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